Throne of the Four Winds | Conclave of Wind

Conclave of Wind

This is the first of two boss encounters within the Throne of the Four Winds. The fight is against three linked Djinn named Anshal, Rohash, and Nezir. The bosses are each on separate platforms, with travel between the platforms accomplished via fancy wind ramp jumps called Slip Streams. Each has his own health pool, and cannot actually be killed via traditional DPS… once any of the three reach 0% HP, he will begin to cast Gathering Strength. Gathering Strength takes 60 seconds to cast, and once it completes, if both of the other bosses are not also at 0%, the casting boss heals to full (which probably means a wipe to the enrage timer). If all three are at 0%, then there is no strength to gather, and all of them finally die.

Each boss has a couple of frequently used abilities, as well as a special ability which is only used when their energy reaches full power (as indicated by the energy bar below the boss’ health filling all the way to 90). All three generate energy at the same rate and use their special attacks at the same time, which drains their energy back to 0. The general idea is to split up the raid so each platform always has at least one player on it, and then coordinate raid DPS such that all three of the bosses die within one minute of each other. If a platform is ever unoccupied during combat, the whole raid will be suppressed in some fashion and quickly killed. Swaps between platforms to deal with various fight mechanics will be necessary but not always possible, so it is very important that everyone has a clear understanding of the fight as a whole, and that communication is clear and concise during the fight.

Abilities

Anshal

Soothing Winds — Summons an area of calm winds (Green circle) on a random friendly target. This area heals all allies for 20000 per second. Any enemies within the area are silenced and pacified while they remain inside the area. This effect lasts for 30 sec.

Toxic Spores — Spores errupt from the caster every second for 5 seconds, afflicting all enemies within 8 yards with a deadly toxin. This toxin deals 500 Nature damage per second for 5 sec and can stack up 25 times.

Zephyr — (Full energy) Heals all allies within 100 yards for 25000 health per second. In addition, these targets will also gain 15% increased damage for 15 sec. This effect stacks.

Nezir

Wind Chill — Deals 4750 to 5250 Frost damage to all enemies within 100 yards and increases all Frost damage taken by 10% for 35 sec. Stacks.

Permafrost — Channels a blast of Frost at Nezir's current target, dealing 9500 to 10500 Frost damage per second in a cone towards that target for 3 sec. (14250 to 15750 Frost damage on Heroic difficulty)

Ice Patch — Deals 7125 to 7875 Frost damage per second to all enemies within 20 yards, slowing their movement speed by 10% . This effect stacks. Lasts 3 sec. (19000 to 21000 Frost damage per second on Heroic difficulty.)

Sleet Storm — (Full energy) Deals 28500 to 31500 Frost damage per second to all targets within 100 yards. This damage is divided among all targets. Lasts 15 sec.

Wind Blast — Spins slowly around the platform, blasting the area in front of the caster every second. Any enemies caught within this area are dealt 9500 to 10500 Nature damage and knocked back 200 yards. Lasts 10 sec.

Tornado — Summons 3 tornados nearby. These tornados move around the area randomly, dealing 38000 to 42000 Nature damage to any enemies that get within 10 yards of them, knocking them back.

Hurricane — (Full energy) Creates a huge vortex of wind, catching all nearby enemies and launching them into the air. Anyone caught by the vortex will take 2500 Nature damage per second for 15 sec. At the end of this effect, affected targets will be dropped out of the air, resulting in additional falling damage.

Enrage

Raid Composition

3 Healers – 1 on each platform at all times, healing everyone in range of them and swapping as needed to clear debuffs.

5 DPS – DPS will need to move frequently between platforms. If available, an AoE-heavy DPS can help get adds down quickly on Anshal’s platform, but the tank there should be able to kill them solo if needed. At least 1 ranged DPS should be present to stay with Rohash throughout.

25 player3 Tanks – 1 tank for Anshal and 2 that will swap between tanking Nezir and picking up waves of Ravenous Creepers on Anshal’s platform.

6-7 Healers – 2 on each platform at all times, healing everyone in range of them and swapping as needed to clear debuffs. Some raids will opt to keep a third healer on Anshal’s platform full time, to assure that Anshal’s tank survives the effects of Zephyr.

14-15 DPS – 2 ranged DPS with Rohash at all times, rotating with other ranged DPS as needed to clear debuffs. The rest of the DPS will be split into groups that change platforms as needed to assure the bosses all die within the allotted minute and help soak each Sleet Storm. You will want to have at least 2-3 AoE-heavy DPS to kill adds on Anshal’s platform (these players can still jump to help soak Sleet Storm).

Strategy

10 playerBuff on the entry platform. Once buffed and ready, position 1 tank/1 healer on Anshal’s platform, 1 tank/1 healer on Nezir’s platform, and everyone else on Rohash’s platform. Tanks should coordinate the pull so they each pick up their boss cleanly at the same time all of the DPS on Rohash’s platform begin damaging him. The goal at the start is to get Rohash as low as possible without using any long or once-per-fight cooldowns like Bloodlust.

When the bosses’ energy meter reaches ~35-40, have everyone on Rohash’s platform except 1 ranged/1 healer jump to Nezir’s platform, and then burn all damage cooldowns available to get Nezir as low as possible before the first Sleet Storm. As the boss’ energy reaches ~70-75, the healers on Nezir and Anshal’s platforms should swap places so they are in position to heal through the full-energy special attacks, while DPS keep working on Nezir.

When the bosses’ energy bars reach 90, the wind ramps between platforms will deactivate, and each of them will use their special attack. During that time, the raid should be doing the following:

the ranged DPS and healer on Rohash’s platform should stand near each other, and the healer should be ready to keep them both alive while limited to instant cast heals for 15 seconds.

the bulk of the raid should be on Nezir’s platform, and should pile up together on Nezir’s backside as soon as he ports to the middle of the floor, so that AoE healing can reach them and also hit Nezir’s tank more reliably.

the healer and tank on Anshal’s platform should get ready to use defensive cooldowns and/or big heals to keep the tank alive through Zephyr.

As the special attacks are ending, the two traditional tanks should get in place so that the wind ramps shoot them to each other’s platforms as soon as they reactivate. Healers on those platforms should be ready to start healing the swapped tanks as soon as they land. Floater DPS should follow Nezir’s tank to Anshal’s platform, but wait to begin damage. Once Anshal’s new tank has the boss under control, then DPS should attack him as hard as possible, swapping to adds when they are summoned.

Once the boss’ energy builds back up to ~75, Nezir and Anshal’s healers should again swap places, and 1-2 floater DPS should move back to Nezir’s help split Sleet Storm damage.

As the boss’ energy reaches 90 and the special attacks occur, everyone should again react as laid out above, excepting the extra DPS on Anshal’s platform, who can keep damaging Anshal throughout, being careful to not apply DoTs that will still be ticking as the tanks swap.

As the special attacks end, the tanks swap like they did before, and any floater DPS who were helping soak Sleet Storm again jump to Anshal’s platform. If Rohash has significantly more health left than Anshal, have 1 floater DPS jump to him after the Sleet Storm instead of to Anshal, to help even out their health. Once the tanks have Nezir and Anshal back under control, DPS should attack full force. With good DPS, Anshal should be brought to 1 HP before the next wave of full-energy attacks. If not, repeat the usual steps as boss energy reaches 75 and higher. Once Anshal is brought to 1 HP and begins his Gathering Winds cast, everyone except 1 player can leave his platform and work on Nezir. Burn down Nezir, and then everyone except 1 player can jump to Rohash and finish him off if he hasn’t died already. Once all three have died, new wind tunnels will appear at the center of each outer platform. Mousing over them will allow your raid to click the ‘enter vehicle’ icon and be shot toward the center, where Al’Akir waits.

Keep in mind that the above timetables for jumps are just suggestions, and will vary based upon your specific raid’s composition and gear levels. If, for instance, your tanks find that they cannot kill the Ravenous Creepers quick enough alone, simply have a DPS move to that platform to help kill them when they spawn, jumping to Nezir only when needed to help soak Sleet Storm. Or, if your raid doesn’t have a ranged DPS to keep on Rohash full time, the entire DPS pack can stay on him at the beginning of the encounter, burning him down until right before the first full-energy attack set, then moving as a group to help soak Sleet Storm and begin damaging the other two bosses.

25 playerBuff on the entry platform. Once buffed and ready, position 2 tanks/2 healers on Anshal’s platform, 1 tank/2 healers on Nezir’s platform, and 2 ranged DPS/2 healers on Rohash’s platform. The remaining DPS should be divided roughly in half, with half going to Anshal’s platform and half going to Rohash’s platform. When dividing up your DPS, it’s generally better to send your melee to Anshal, because their output on Rohash will be significantly lowered by having to dodge Tornadoes all the time. It’s okay if doing so leads to an uneven split; Anshal has adds and a self-heal, both of which mean he will be slower to die than Rohash. Healers and tanks on Nezir/Anshal’s platforms should have a plan sorted out for swapping places, to allow for Wind Chill to fade periodically (keep reading for details on timing the swaps). The healers and ranged DPS sent to Rohash at the start of the fight will stay there full time.

Once everyone is ready, the tanks should coordinate the pull so they each pick up their boss cleanly at the same time all of the DPS on Rohash’s platform begin damaging him (the second tank on Anshal’s platform can just DPS until the first wave of adds). The goal at the start is to get Rohash and Anshal as low as possible without using any long or once-per-fight cooldowns like Bloodlust. DPS on Anshal’s platform should all swap to the Ravenous Creepers as soon as they spawn, and make sure they are dead well before the bosses’ energy gets high.

When the bosses’ energy meter reaches ~70-75, both halves of the floater DPS should jump to Nezir’s platform, spread out as much as possible, and begin damaging him. One of the healers from Anshal’s platform should jump to Nezir’s at this time as well, so that there are 3 healers in place to keep the bulk of the raid alive during Sleet Storm. The tank that handled the first wave of Ravenous Creepers should jump to Nezir’s platform along with the floater DPS.

When the bosses’ energy bars reach 90, the wind ramps between platforms will deactivate, and each of them will use their special attack. During that time, the raid should be doing the following:

the ranged DPS and healers on Rohash’s platform should stand near each other, and the healers should be ready to keep all 4 of them alive while limited to instant cast heals for 15 seconds.

the bulk of the raid should be on Nezir’s platform, and should pile up together on Nezir’s backside during the Sleet Storm, so that AoE healing can reach them all more reliably. Nezir’s tank should stay in front of him, because Permafrost will almost always be cast immediately after the Sleet Storm. The two healers who’ve been on this platform since the start should shift out of the raid pile during the last few seconds of the Sleet Storm, getting into position so when the wind ramps reactivate they are immediately tossed to Anshal’s area.

the healer and tank on Anshal’s platform should move toward the edge of the platform closest to the wind ramp leading to Nezir, but not actually into the wind ramp. The idea is to be far from Anshal and as close as possible to where the incoming additional healers will land, without getting picked up by the ramp when it reactivates. They should also get ready to use defensive cooldowns and/or big heals to keep the tank alive through Anshal’s Zephyr-buffed damage increase once the channeled special attacks end.

As soon as the Sleet Storm ends, each half of the floater DPS should go back to the platform they were on before, and resume damage on those respective bosses. The non-active tank should taunt Nezir, and Nezir’s first tank should jump over to Anshal’s platform to be ready for the next set of Ravenous Creepers. Once Zephyr has faded from Anshal, the healer on that platform who hasn’t jumped yet should move to Nezir’s area, leaving 2 healers on each platform once more (3 on Anshal’s, if you have a 7th healer staying there full time).

The fight then basically repeats from the beginning, keeping the same pattern of raid movements each time the bosses’ energy fills/empties, until Anshal and Rohash are nearly dead. Keep careful track of their HP respective to each other, and adjust floater DPS numbers as needed to make sure the two of them stay relatively even. Nezir will be the highest of the three since he has more HP to start with and DPS on him is sporadic. If he is significantly higher than the other two (i.e. more health than your DPS can get through in under a minute), then once Rohash and Anshal are at 5% or so, all of the DPS should converge on Nezir and burn him down, before splitting back up to finish off the other two. If Nezir is suitably low, then just take Rohash/Anshal all the way down to 0% before jumping to Nezir to finish the fight. Once all three have died, new wind tunnels will appear at the center of each outer platform. Mousing over them will allow your raid to click the ‘enter vehicle’ icon and be shot toward the center, where Al’Akir waits.

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